The Dragonlance Nexus

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Draconians!

D&D 3e (3.0/3.5) Rules

by tHemaDonE


This is just an informative article that I have written to share my ideas with others. I hope you enjoy it. This is a fan submission and its contents are completely unofficial. Some creatures, ideas, likenesses and other names may be copyrighted by both Sovereign Press and Wizards of the Coast.

Since I first read Dragons of Autumn Twilight, draconians have always had a soft spot in my heart. Even when I finally learned of their sinister beginnings and evil tendencies, I still never wavered in my appreciation of their capabilities and strengths. With the advent of 3.5 and a new concept called Monster Levels, I can now bring my appreciation of draconians to new levels (literally). I can't wait to run a draconian-only game.

Now to the meat... so to speak. I have written all five draconian types in the Monster Level style set forth in Savage Species using information from the Dragonlance Campaign Setting and my own imagination.

Writer's Note: This information is compatible with the race section of the Dragonlance Campaign Setting, but does not match with the monster descriptions in the same book. I felt that giving all draconians 120 ft. darkvision, low-light vision, 60 ft. blindsense, and 60 ft. scent abilities was a bit too much to start.

Aurak

The aurak is one of the rarest of the draconians created. Made from the un-hatched eggs of gold dragons, they are natural sorcerers and leaders of great power and potential.

Racial Traits

  • Starting Ability Score Adjustments: +4 Int, +2 Cha, -2 Wis. Auraks are highly intelligent and personable, yet are quite brash and willful when young.
  • Speed: Aurak land speed is 30 feet.
  • Dragon: Auraks are immune to sleep and paralysis effects. They have low-light vision, as well as darkvision to 60ft. Draconians may take the Scent special quality as a feat at any time as one of their normal feat choices.
  • Draconian Traits: Auraks are immune to all diseases, have a low metabolism (they need only 1/10th the food and water humans need to sustain themselves), and are Inspired by Dragons (Quoted from the Dragonlance Campaign Setting: "Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.")
  • Automatic Languages: Common.
  • Favored Class: Aurak first, then Sorcerer.

Class Skills

The aurak's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Class Features

All the following are class features of the aurak draconian monster class.

Weapons and Armor Proficiency: Auraks are not proficient with any weapon or armor. They focus too much on their magical and natural abilities to learn such things.

Feats: An aurak receives one feat at 1st level, and additional feats at 5th and 9th level.

Draconian Bonuses: Natural claw (2 claws, 1d4 + Str damage) and bite attacks (1d4 + 1/2 Str damage at -5 to hit).

Death Throes (Su): When an aurak character reaches -10 hit points, it explodes in a blast of magical energy that does 3d6 damage to all creatures within 5 feet of the aurak. A successful Reflex save (DC 14 + the aurak's Cha bonus) can halve the damage. This requires that the individual be resurrected by such spells as miracle and wish if any attempt is even made to do so.

Aurak Powers (Su): At 2nd level, the aurak can create an effect similar to the disguise self spell once per day for 1d6 + 6 minutes. At 4th level the ability can be used 3/day, with each use lasting 2d6 + 6 minutes. The aurak's caster level is equal to its sorcerer caster level from Hit Dice.

Alternate Form (Su): At 5th level, the aurak gains the Alternate Form ability. This ability is similar to a polymorph spell, and has a caster level equal to the aurak's sorcerer caster level from Hit Dice. The aurak's alternate form is limited to Small or Medium-size humanoid shapes only.

Spells: At 2nd level, the aurak gains the spellcasting ability of a 1st level sorcerer. He gains an additional spellcasting level for each Draconian Hit Die gained thereafter. If an aurak later takes levels in sorcerer, those levels stack with its 8 existing spellcasting levels. Familiars, familiar abilities, skill points, etc., rely on the new sorcerer levels only. The aurak's Charisma must be high enough to accommodate its spellcasting abilities (i.e. an aurak with 12 Charisma is limited to 2nd-level spells).

Breath Weapon (Su): An aurak has the ability to expel a cone of noxious gas in a 5 foot cone. Everyone caught in the gas who fails their save (Fort DC 16) takes 1d4 points of temporary Strength damage, and is blinded for 1d4 rounds. Auraks can use this ability once per day at 6th level and 3/day at 8th level.

Spell Resistance (Su): At 7th level, auraks gain spell resistance of 8 + its total class levels.

Energy Ray (Su): Auraks have the ability to generate rays of magical force energy from their hands. These rays have a 60-foot range and are treated as ranged touch attacks. They do damage equal to 1d8 + the aurak's Cha modifier. They can use the ability 6 times per day at 9th level, but are unlimited in its use at 11th level. When using their disguise self ability, the force rays appear as weapons of an appropriate type for the aurak's current form.

Aurak Spell-Like Abilities (Su): In addition to its other abilities, the aurak can use the following spell-like abilites: dominate person, greater invisibility, and suggestion. See Table 1-1 for spell progression and uses/day. Saving throw DCs are 10 + the aurak's Charisma bonus (if any), + the appropriate spell's level.

The Aurak
Level Hit Dice BAB Fort/Ref/Will Saves Skill Points CR Special
1 1d12 +1 +2/+2/+2 (6 + Int) x 5 1 Feat, +2 natural armor, death throes, draconian bonuses
2 1d12 +1 +2/+2/+2 - 2 +2 Dex, disguise self 1/day, spells
3 2d12 +2 +3/+3/+3 6 + Int 3 +2 Cha, +4 natural armor
4 2d12 +2 +3/+3/+3 - 3 +2 Wis, disguise self 3/day
5 3d12 +3 +3/+3/+3 6 + Int 4 Feat, alternate form 1/day
6 4d12 +4 +4/+4/+4 6 + Int 5 Breath weapon 1/day
7 4d12 +4 +4/+4/+4 - 6 Spell resistance
8 5d12 +5 +4/+4/+4 6 + Int 6 Breath weapon 3/day, suggestion 1/day
9 6d12 +6/+1 +5/+5/+5 6 + Int 7 Feat, alternate form 3/day, energy rays 6/day
10 6d12 +7/+2 +5/+5/+5 - 7 Dimensional step 1/day, greater invisibility 3/day
11 7d12 +7/+2 +5/+5/+5 6 + Int 8 +6 natural armor, energy rays at will, suggestion at will
12 8d12 +8/+3 +6/+6/+6 6 + Int 9 Dimensional step 3/day, dominate person 1/day, greater invisibility at will

Baaz

Baaz were the basis of the dragonarmy and were (and still are) the most numerous of the draconians created. Made from the un-hatched eggs of brass dragons, they are tough individuals who try not to get in the way of anymore more important.

Racial Traits

  • Starting Ability Score Adjustments: +2 Con, -2 Int, -2 Wis. Baaz are, well, baaz. Tough but stupid.
  • Speed: Baaz land speed is 30 feet.
  • Dragon: Baaz are immune to sleep and paralysis effects. They have low-light vision, as well as darkvision to 60ft. Draconians may take the Scent special quality as a feat at any time as one of their normal feat choices.
  • Draconian Traits: Baaz are immune to all diseases, have a low metabolism (they need only 1/10th the food and water humans need to sustain themselves), and are Inspired by Dragons (Quoted from the Dragonlance Campaign Setting: "Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.")
  • Automatic Languages: Common.
  • Favored Class: Baaz first, then Fighter.

Class Skills

The baaz's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Class Features

All the following are class features of the baaz draconian monster class.

Weapons and Armor Proficiency: Baaz have Simple Weapon Proficiency, and the bonus Martial Weapon Proficiency (longsword). They also have Armor Proficiency (light) and Shield Proficiency.

Feats: A baaz receives one feat at 1st level.

Bonus Feat (Run): At 2nd level, baaz learn how to gallop like most draconians, gaining the equivalent of the Run feat.

Draconian Bonuses: Natural claw (2 claws, 1d4 + Str damage) and bite attacks (1d4 + 1/2 Str damage at -5 to hit).

Death Throes (Su): When an baaz character reaches -10 hit points, its body turns to stone. If the deathblow was struck using a piercing or slashing weapon, the owner must make a Reflex save (DC 12 + the baaz's Con modifier) or have the weapon fused into the stone body. The body crumbles to dust after 1d4 minutes. Items are not directly affected by this process. This requires that the individual be resurrected by such spells as miracle, resurrection, true resurrection, and wish if any attempt is even made to do so.

Glide (Ex): At 3rd level, a baaz's wings mature enough to support his size and weight during falls (no damage). It also allows the character to glide horizontally four times the vertical distance it descends.

Spell Resistance (Su): At 3rd level, baaz gain spell resistance of 5 + its total class levels.

The Baaz
Level Hit Dice BAB Fort/Ref/Will Saves Skill Points CR Special
1 1d12 +1 +2/+2/+2 (6 + Int) x 5 1 Feat, +1 natural armor, death throes, draconian bonuses
2 1d12 +1 +2/+2/+2 - 1 Bonus feat (Run), +2 natural armor
3 2d12 +2 +3/+3/+3 6 + Int 2 Glide (wings), spell resistance

Bozak

The bozak is more numerous than its aurak cousin, and has almost as much magical potential to boot. Made from the un-hatched eggs of bronze dragons, they are natural spellcasters and leaders.

Racial Traits

  • Starting Ability Score Adjustments: +2 Int, +2 Cha, -2 Wis. Bozak draconians are well-balanced individuals, yet (like auraks) have a tendency when young to believe in their own superiority. This happens most often when they compare themselves with baaz, kapaks, and most other "soft" humanoids.
  • Speed: Bozak land speed is 30 feet.
  • Dragon: Bozaks are immune to sleep and paralysis effects. They have low-light vision, as well as darkvision to 60ft. Draconians may take the Scent special quality as a feat at any time as one of their normal feat choices.
  • Draconian Traits: Bozaks are immune to all diseases, have a low metabolism (they need only 1/10th the food and water humans need to sustain themselves), and are Inspired by Dragons (Quoted from the Dragonlance Campaign Setting: "Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.")
  • Automatic Languages: Common.
  • Favored Class: Bozak. They are inclined toward cleric, mystic, sorcerer, or wizard at later levels.

Class Skills

The baaz's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).

Class Features

All the following are class features of the bozak draconian monster class.

Weapons and Armor Proficiency: Bozaks gain Martial Weapon Proficiencies in longbow and shortsword. They gain no armor proficiencies.

Feats: A bozak receives one feat at 1st level and an additional feat at 5th level.

Bonus Feat (Run): At 2nd level, bozaks learn how to gallop like most draconians, gaining the equivalent of the Run feat.

Draconian Bonuses: Natural claw (2 claws, 1d4 + Str damage) and bite attacks (1d4 + 1/2 Str damage at -5 to hit).

Death Throes (Su): When a bozak character reaches -10 hit points, its skin and flesh crumble into dust revealing its bones. These then explode, blasting everyone in a 10-foot radius for 1d6 damage. A successful Reflex save (DC 14) can halve the damage. This requires that the individual be resurrected by such spells as miracle and wish if any attempt is even made to do so.

Spells: At 2nd level, the bozak gains the spellcasting ability of a 1st level sorcerer. He gains an additional spellcasting level for each Draconian Hit Die gained thereafter. If a bozak later takes levels in sorcerer, those levels stack with its 4 existing spellcasting levels. Familiars, familiar abilities, skill points, etc., rely on the new sorcerer levels only. The bozak's Charisma must be high enough to accommodate its spellcasting abilities (i.e. a bozak with 12 Charisma is limited to 2nd-level spells).

Glide (Ex): At 4th level, a bozak's wings mature enough to support his size and weight during falls (no damage). It also allows the character to glide horizontally four times the vertical distance it descends.

Spell Resistance (Su): At 6th level, bozaks gain spell resistance of 7 + its total class levels.

The Bozak
Level Hit Dice BAB Fort/Ref/Will Saves Skill Points CR Special
1 1d12 +1 +2/+2/+2 (6 + Int) x 5 1 Feat, +2 natural armor, death throes, draconian bonuses
2 1d12 +1 +2/+2/+2 - 1 Bonus feat (Run), spells
3 2d12 +2 +3/+3/+3 6 + Int 2 +4 natural armor
4 2d12 +2 +3/+3/+3 - 2 +2 Str, glide (wings)
5 3d12 +3 +3/+3/+3 6 + Int 3 Feat, +6 natural armor
6 3d12 +3 +4/+4/+4 - 4 +2 Wis, spell resistance
7 4d12 +4 +4/+4/+4 6 + Int 5 +8 natural armor

Kapak

The kapak is one of the more numerous draconians created. Made from the un-hatched eggs of copper dragons, they are natural sneaks and assassins.

Racial Traits

  • Starting Ability Score Adjustments: +2 Dex, +2 Con, -2 Int, -2 Wis. Kapak draconians are slight of build yet tough with a natural cunning, yet their capacity to think for themselves is limited.
  • Speed: Kapak land speed is 30 feet.
  • Dragon: Kapaks are immune to sleep and paralysis effects. They have low-light vision, as well as darkvision to 60ft. Draconians may take the Scent special quality as a feat at any time as one of their normal feat choices.
  • Draconian Traits: Kapaks are immune to all diseases, have a low metabolism (they need only 1/10th the food and water humans need to sustain themselves), and are Inspired by Dragons (Quoted from the Dragonlance Campaign Setting: "Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.")
  • Automatic Languages: Common.
  • Favored Class: Kapak first, then Rogue.

Class Skills

The kapak's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), and Spot (Wis).

Class Features

All the following are class features of the kapak draconian monster class.

Weapons and Armor Proficiency: Kapak draconians gain proficiency with all simple weapons and the Martial Weapon Proficiencies in shortbow and shortsword. They also gain Armor Proficiency (light).

Feats: A kapak receives one feat at 1st level.

Bonus Feat (Run): At 3rd level, kapaks learn how to gallop like most draconians, gaining the equivalent of the Run feat.

Draconian Bonuses: Natural bite attack (1d4 + Str).

Death Throes (Su): When a kapak character reaches -10 hit points, its body dissolves into a 5-foot radius pool of acid. Creatures suffer 1d6 damage each round they remain in the pool. The acid evaporates in 1d6 rounds. This requires that the individual be resurrected by such spells as miracle, true resurrection, and wish if any attempt is even made to do so.

Skill Bonuses: At 1st level, kapaks gain a +4 racial bonus on Move Silently checks. At 3rd level, this increases to +8.

Kapak Saliva (males) (Su): At 2nd level, male kapaks start producing a paralytic poison which it can deliver with its bite attack or apply to a piercing or slashing weapon. (Fort DC 11 + Con modifier / initial 1d6 Dex, secondary 1d6 Dex). Applying it to a weapon is a full-round action that provokes an attack of opportunity. The venom lasts 3 rounds on the weapon, or until it strikes someone, whichever comes first.

Kapak Saliva (females) (Su): At 2nd level, female kapaks start producing a saliva that cures wounds! Licking a wounded person heals 2d6 points of damage. This can be accomplished once per person per four hours. A bite attack does not confer any healing benefit from a female kapak.

Sneak Attack (Ex): At 2nd level, a kapak gains the ability to sneak attack (+1d6). This is identical to a rogue's sneak attack ability (see the Player's Handbook and stacks with similar abilities if later class abilities do the same thing.

Glide (Ex): At 4th level, a kapak's wings mature enough to support his size and weight during falls (no damage). It also allows the character to glide horizontally four times the vertical distance it descends.

Spell Resistance (Su): At 4th level, kapaks gain spell resistance of 7 + its total class levels.

The Kapak
Level Hit Dice BAB Fort/Ref/Will Saves Skill Points CR Special
1 1d12 +1 +2/+2/+2 (6 + Int) x 5 1 Feat, +1 natural armor, skill bonus (+4), draconian bonuses
2 1d12 +1 +2/+2/+2 - 2 Kapak saliva, sneak attack +1d6
3 2d12 +2 +3/+3/+3 6 + Int 3 +2 natural armor, bonus feat (Run), skill bonus (+8)
4 2d12 +2 +3/+3/+3 - 4 Glide (wings), spell resistance

Sivak

The sivak is the largest type of draconian created. Made from the un-hatched eggs of silver dragons, they are natural fighters and the only draconian that can actually fly, if poorly.

Racial Traits

  • Starting Ability Score Adjustments: +2 Str, +2 Con, -2 Wis. Sivak draconians are larger and physically strong as well as natural leaders. However, they have a tendency to bite off more than they can chew sometimes when they are younger.
  • Speed: Sivak land speed is 30 feet.
  • Dragon: Sivaks are immune to sleep and paralysis effects. They have low-light vision, as well as darkvision to 60ft. Draconians may take the Scent special quality as a feat at any time as one of their normal feat choices.
  • Draconian Traits: Sivaks are immune to all diseases, have a low metabolism (they need only 1/10th the food and water humans need to sustain themselves), and are Inspired by Dragons (Quoted from the Dragonlance Campaign Setting: "Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.")
  • Automatic Languages: Common.
  • Favored Class: Sivak first, then Fighter.

Class Skills

The sivak's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), and Listen (Wis).

Class Features

All the following are class features of the sivak draconian monster class.

Weapons and Armor Proficiency: Sivaks gain all simple and martial weapon proficiencies. They can also use light armor (to start) if they wish.

Feats: A kapak receives one feat at 1st level, and additional feats at 5th and 10th level. They also gain bonus Armor Proficiency feats at 3rd level (Medium) and 9th level (Heavy).

Bonus Feat (Run): At 2nd level, sivaks learn how to gallop like most draconians, gaining the equivalent of the Run feat.

Draconian Bonuses: Natural claw (2 claws, 1d4 + Str damage) and bite attacks (1d6 + 1/2 Str damage at -5 to hit). Sivaks often take the Multiattack feat. When sivaks reach Large size, their claw and bite damage increases by one die category (1d6 for claws, and 1d8 for bite).

Death Throes (Su): When a male sivak character reaches -10 hit points, its body transforms into a perfect copy of its humanoid killer. This death shape lasts for three days, then the body quickly decomposes into black soot. If the killer is larger than the sivak or non-humanoid in shape, it instead bursts into flame dealing 2d4 points of fire damage to all creatures within a 10 foot radius. A successful Reflex save (DC 17) negates this damage. Female sivaks always burst into flame when they die, as above. Resurrection and true resurrection will work on a dead male sivak before its body turns to soot, but after that (or if the body bursts into flame) only a miracle or wish can return the draconian to life.

Blend (females) (Su): Sivak females have the ability to blend in with their surroundings. This gives them a +10 bonus to Hide checks, and allows them to disguise self at will.

Shapeshift (males) (Su): A male sivak can assume the form of any Large or smaller humanoid that it has just killed. This is a standard action that must be performed within one round of killing the victim. Only appearance and vocal similarities are gained. This new form can be held for as long as the sivak wishes to, or until it assumes a new form.

Tail (Ex): At 4th level, the sivak has learned to use its tail as a weapon. Damage is 2d4 plus the sivak's Strength modifier. At 8th level the sivak can perform a trip attempt as a free action whenever its tail strikes successfully. If the attempt fails, the target cannot attempt to trip the sivak in return. This ability does not provoke an attack of opportunity.

Glide (Ex): At 6th level, a sivak's wings mature enough to support his size and weight during falls (no damage). It also allows the character to glide horizontally four times the vertical distance it descends.

Large Size: At 6th level, sivaks reach large size. They gain the standard benefits and penalties for their new size, such as a -1 size penalty to AC and attack rolls, a -4 penalty to Hide checks, etc.

Spell Resistance (Su): At 7th level, sivaks gain spell resistance of 6 + its total class levels.

Fly (Ex): When a sivak reaches 9th level, its wings are large enough to support full flight. Flight speed is 60 feet, but they are awkward in the air with very little maneuverability (poor).

The Sivak
Level Hit Dice BAB Fort/Ref/Will Saves Skill Points CR Special
1 1d12 +1 +2/+2/+2 (6 + Int) x 5 1 Feat, +2 natural armor, death throes, draconian bonuses
2 1d12 +1 +2/+2/+2 - 1 +2 Con, bonus feat (Run)
3 2d12 +2 +3/+3/+3 6 + Int 2 Blend (females), shapeshift (males), Armor Proficiency (medium)
4 2d12 +2 +3/+3/+3 - 2 +2 Str, tail attack
5 3d12 +3 +3/+3/+3 6 + Int 3 +2 Wis, feat, +4 natural armor
6 3d12 +3 +3/+3/+3 - 3 Large size, glide (wings)
7 4d12 +4 +4/+4/+4 6 + Int 4 Spell resistance
8 4d12 +4 +4/+4/+4 - 4 +2 Str, trip attack (tail)
9 5d12 +5 +4/+4/+4 6 + Int 5 Fly (wings), Armor Proficiency (heavy)
10 6d12 +6/+1 +5/+5/+5 6 + Int 6 Feat

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.